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AGI Development Tools / Re: AGI reverse engineering with AI
« on: July 15, 2026, 05:18:25 AM »
I bought a C64 Ultimate as soon as they were available and it's a great machine and I want to explore it a lot more. You can drive up the CPU speed and it also has a built-in REU, both of which may be necessary.
The main challenge in getting AGI onto the C64 is graphics. From what I understand, both the bitmap modes and the character/tile modes are insufficient to accurately display a full EGA picture, due to limitations such as the number of allowable colours. Additionally, the C64 is really designed more for tile-based graphics (40x25 I think).
I saw an interview with Ron Gilbert once discussing the development of the C64 version of maniac mansion. Apparently when creating the artwork they started out with a detailed image and then had to reduce it down to something that could be expressed in at most 256 tiles. I reckon the most promising approach is to not have the engine actually run all the drawing commands in-game, but rather to have a conversion tool which pre-renders and picture into tiles, and then builds disk image(s) containing the converted resources. The priority screen will be tricky though.
I don't know anything about how the Apple II interpreter worked (i know this was used for KQ at least). It might be easier to try to port that to the C64 instead. Either one would be a fun challenge.
The main challenge in getting AGI onto the C64 is graphics. From what I understand, both the bitmap modes and the character/tile modes are insufficient to accurately display a full EGA picture, due to limitations such as the number of allowable colours. Additionally, the C64 is really designed more for tile-based graphics (40x25 I think).
I saw an interview with Ron Gilbert once discussing the development of the C64 version of maniac mansion. Apparently when creating the artwork they started out with a detailed image and then had to reduce it down to something that could be expressed in at most 256 tiles. I reckon the most promising approach is to not have the engine actually run all the drawing commands in-game, but rather to have a conversion tool which pre-renders and picture into tiles, and then builds disk image(s) containing the converted resources. The priority screen will be tricky though.
I don't know anything about how the Apple II interpreter worked (i know this was used for KQ at least). It might be easier to try to port that to the C64 instead. Either one would be a fun challenge.